
Overwatch – Play by Sound Panel
by JR Cook - 9 years ago show comments
Let’s Pump up the Volume! Lucio isn’t the only one who can use sound as a weapon.
Overwatch is more then just a visually impressive game. The sound can give you cues to help you survive. The sounds of battle can guide you through the chaos.
For example Reapers teleport has more then just visual ques. A widowmaker with sound on should be able to hear that event and have some time to react.
Hero Identities
Winston a raging scientist ape, lovable robot with a pet bird, and a DJ with a sonic blaster all lead to a variety sonic fingerprints.
Widowmaker sniper shots can tell you how close a shot and what direction just by the sound. She is surgical deliberate and cold blooded. The rifle raising of her gun has snake inspired sounds.
Tracer is temporal, light, and caffeinated. You can hear it in her blink sound.
Genji can be described as Sharp agile and cutting. His sounds are inspired by kitchen tools. A wine opener was used for his wrist reload. Cookie cutter used for various clanks. a garden tool became one of his iconic sounds. sword sounds enliven the shurikens. wooden bamboo became his quick. hand movement.
Roadhog is sloppy noisy and scrappy. Jangle of chains lumbering steps and the sound of scrap being loaded is his signature. Harness and carabineers, hook and chains, sweaty leather, and pulleys were just some of the items used to create his identity.
Dynamic Sounds
Making sense in the chaos is what dynamic sound is all about. Low ammo, low shield energy, voice cues, all help you quickly understand what is happening around you. Bullets remaining, heal beam progress, capture point progress, rip tire air time, and crouching are all examples.
All heroes have unique walking identities. Lucio’s speed boost makes you twice as loud, enemies may hear you coming and be prepared. You also have a difference between friends and enemies. Friends you will barely hear. Hanzo has louder footprints so you can find the sniper on the move sooner.
Your audio is unique to your perspective. First Person sfx always the loudest. McCree High Noon has a variety of sounds to make it. Hawk, wind, music and a clock are just some. You will hear a whip and bell as you acquire targets. friends will not hear the whistle and will get much softer. The more you know the more you will understand and be prepared.
Hero Voices
Crispin Freeman joins as the voice of Winston. He goes over how each character is given their unique voice. Winston is big dark and scary but with an idealistic heart. These attributes help the performer change their portrayal of each character. Getting in touch with their emotions is key to believable characters. Imagination is key.
Focus on the threat
Sounds can be key to help us focus on the right things. Voices are key. Importances also balance the sounds. Barriers will actually muffle sounds since they things are not as threatening. The sounds is keyed to you. Ultimates are prominate on purpose. Key clues such as turrets, teleporters are pointed out. Friendly units will warn you specifically. Objective status is shouted out.
Importance will be used to alter sound to let you know what is the biggest threat to you. Who am I looking at? Who is looking at me? Who is shooting their weapon nearby? Who is using a dangerous ability? Who is damaging me? These are just some of the factors that are considered when adjusting the audio to your threats.
Toman Neuman Senior Software engineer explains how they take those questions to adjust and your unique audio. He shows as a digram to help explain some key features. You are the blue arrow. High risk targets are shown with a red arrow, and you only get one. Yellow arrows denote normal threat, you get 2 of these audio slots. Everyone else just gets normal treatment, these are shown as grey arrows.
They point out a lamppost and a wall will buffer the sound differently. They will map the path of the threat to guide the sound volume.
All these sound systems make for much more understandable and playable game in the midst of chaos.